From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- mp/src/game/server/client.cpp | 1517 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1517 insertions(+) create mode 100644 mp/src/game/server/client.cpp (limited to 'mp/src/game/server/client.cpp') diff --git a/mp/src/game/server/client.cpp b/mp/src/game/server/client.cpp new file mode 100644 index 00000000..2fd87cfe --- /dev/null +++ b/mp/src/game/server/client.cpp @@ -0,0 +1,1517 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +/* + +===== client.cpp ======================================================== + + client/server game specific stuff + +*/ + +#include "cbase.h" +#include "player.h" +#include "client.h" +#include "soundent.h" +#include "gamerules.h" +#include "game.h" +#include "physics.h" +#include "entitylist.h" +#include "shake.h" +#include "globalstate.h" +#include "event_tempentity_tester.h" +#include "ndebugoverlay.h" +#include "engine/IEngineSound.h" +#include +#include "tier1/strtools.h" +#include "te_effect_dispatch.h" +#include "globals.h" +#include "nav_mesh.h" +#include "team.h" +#include "datacache/imdlcache.h" +#include "basemultiplayerplayer.h" +#include "voice_gamemgr.h" + +#ifdef TF_DLL +#include "tf_player.h" +#include "tf_gamerules.h" +#endif + +#ifdef HL2_DLL +#include "weapon_physcannon.h" +#endif + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +extern int giPrecacheGrunt; + +// For not just using one big ai net +extern CBaseEntity* FindPickerEntity( CBasePlayer* pPlayer ); + +extern bool IsInCommentaryMode( void ); + +ConVar *sv_cheats = NULL; + +void ClientKill( edict_t *pEdict, const Vector &vecForce, bool bExplode = false ) +{ + CBasePlayer *pPlayer = static_cast( GetContainingEntity( pEdict ) ); + pPlayer->CommitSuicide( vecForce, bExplode ); +} + +char * CheckChatText( CBasePlayer *pPlayer, char *text ) +{ + char *p = text; + + // invalid if NULL or empty + if ( !text || !text[0] ) + return NULL; + + int length = Q_strlen( text ); + + // remove quotes (leading & trailing) if present + if (*p == '"') + { + p++; + length -=2; + p[length] = 0; + } + + // cut off after 127 chars + if ( length > 127 ) + text[127] = 0; + + GameRules()->CheckChatText( pPlayer, p ); + + return p; +} + +//// HOST_SAY +// String comes in as +// say blah blah blah +// or as +// blah blah blah +// +void Host_Say( edict_t *pEdict, const CCommand &args, bool teamonly ) +{ + CBasePlayer *client; + int j; + char *p; + char text[256]; + char szTemp[256]; + const char *cpSay = "say"; + const char *cpSayTeam = "say_team"; + const char *pcmd = args[0]; + bool bSenderDead = false; + + // We can get a raw string now, without the "say " prepended + if ( args.ArgC() == 0 ) + return; + + if ( !stricmp( pcmd, cpSay) || !stricmp( pcmd, cpSayTeam ) ) + { + if ( args.ArgC() >= 2 ) + { + p = (char *)args.ArgS(); + } + else + { + // say with a blank message, nothing to do + return; + } + } + else // Raw text, need to prepend argv[0] + { + if ( args.ArgC() >= 2 ) + { + Q_snprintf( szTemp,sizeof(szTemp), "%s %s", ( char * )pcmd, (char *)args.ArgS() ); + } + else + { + // Just a one word command, use the first word...sigh + Q_snprintf( szTemp,sizeof(szTemp), "%s", ( char * )pcmd ); + } + p = szTemp; + } + + CBasePlayer *pPlayer = NULL; + if ( pEdict ) + { + pPlayer = ((CBasePlayer *)CBaseEntity::Instance( pEdict )); + Assert( pPlayer ); + + // make sure the text has valid content + p = CheckChatText( pPlayer, p ); + } + + if ( !p ) + return; + + if ( pEdict ) + { + if ( !pPlayer->CanSpeak() ) + return; + + // See if the player wants to modify of check the text + pPlayer->CheckChatText( p, 127 ); // though the buffer szTemp that p points to is 256, + // chat text is capped to 127 in CheckChatText above + + Assert( strlen( pPlayer->GetPlayerName() ) > 0 ); + + bSenderDead = ( pPlayer->m_lifeState != LIFE_ALIVE ); + } + else + { + bSenderDead = false; + } + + const char *pszFormat = NULL; + const char *pszPrefix = NULL; + const char *pszLocation = NULL; + if ( g_pGameRules ) + { + pszFormat = g_pGameRules->GetChatFormat( teamonly, pPlayer ); + pszPrefix = g_pGameRules->GetChatPrefix( teamonly, pPlayer ); + pszLocation = g_pGameRules->GetChatLocation( teamonly, pPlayer ); + } + + const char *pszPlayerName = pPlayer ? pPlayer->GetPlayerName():"Console"; + + if ( pszPrefix && strlen( pszPrefix ) > 0 ) + { + if ( pszLocation && strlen( pszLocation ) ) + { + Q_snprintf( text, sizeof(text), "%s %s @ %s: ", pszPrefix, pszPlayerName, pszLocation ); + } + else + { + Q_snprintf( text, sizeof(text), "%s %s: ", pszPrefix, pszPlayerName ); + } + } + else + { + Q_snprintf( text, sizeof(text), "%s: ", pszPlayerName ); + } + + j = sizeof(text) - 2 - strlen(text); // -2 for /n and null terminator + if ( (int)strlen(p) > j ) + p[j] = 0; + + Q_strncat( text, p, sizeof( text ), COPY_ALL_CHARACTERS ); + Q_strncat( text, "\n", sizeof( text ), COPY_ALL_CHARACTERS ); + + // loop through all players + // Start with the first player. + // This may return the world in single player if the client types something between levels or during spawn + // so check it, or it will infinite loop + + client = NULL; + for ( int i = 1; i <= gpGlobals->maxClients; i++ ) + { + client = ToBaseMultiplayerPlayer( UTIL_PlayerByIndex( i ) ); + if ( !client || !client->edict() ) + continue; + + if ( client->edict() == pEdict ) + continue; + + if ( !(client->IsNetClient()) ) // Not a client ? (should never be true) + continue; + + if ( teamonly && g_pGameRules->PlayerCanHearChat( client, pPlayer ) != GR_TEAMMATE ) + continue; + + if ( pPlayer && !client->CanHearAndReadChatFrom( pPlayer ) ) + continue; + + if ( pPlayer && GetVoiceGameMgr() && GetVoiceGameMgr()->IsPlayerIgnoringPlayer( pPlayer->entindex(), i ) ) + continue; + + CSingleUserRecipientFilter user( client ); + user.MakeReliable(); + + if ( pszFormat ) + { + UTIL_SayText2Filter( user, pPlayer, true, pszFormat, pszPlayerName, p, pszLocation ); + } + else + { + UTIL_SayTextFilter( user, text, pPlayer, true ); + } + } + + if ( pPlayer ) + { + // print to the sending client + CSingleUserRecipientFilter user( pPlayer ); + user.MakeReliable(); + + if ( pszFormat ) + { + UTIL_SayText2Filter( user, pPlayer, true, pszFormat, pszPlayerName, p, pszLocation ); + } + else + { + UTIL_SayTextFilter( user, text, pPlayer, true ); + } + } + + // echo to server console + // Adrian: Only do this if we're running a dedicated server since we already print to console on the client. + if ( engine->IsDedicatedServer() ) + Msg( "%s", text ); + + Assert( p ); + + int userid = 0; + const char *networkID = "Console"; + const char *playerName = "Console"; + const char *playerTeam = "Console"; + if ( pPlayer ) + { + userid = pPlayer->GetUserID(); + networkID = pPlayer->GetNetworkIDString(); + playerName = pPlayer->GetPlayerName(); + CTeam *team = pPlayer->GetTeam(); + if ( team ) + { + playerTeam = team->GetName(); + } + } + + if ( teamonly ) + UTIL_LogPrintf( "\"%s<%i><%s><%s>\" say_team \"%s\"\n", playerName, userid, networkID, playerTeam, p ); + else + UTIL_LogPrintf( "\"%s<%i><%s><%s>\" say \"%s\"\n", playerName, userid, networkID, playerTeam, p ); + + IGameEvent * event = gameeventmanager->CreateEvent( "player_say", true ); + + if ( event ) + { + event->SetInt("userid", userid ); + event->SetString("text", p ); + event->SetInt("priority", 1 ); // HLTV event priority, not transmitted + gameeventmanager->FireEvent( event, true ); + } +} + + +void ClientPrecache( void ) +{ + // Precache cable textures. + CBaseEntity::PrecacheModel( "cable/cable.vmt" ); + CBaseEntity::PrecacheModel( "cable/cable_lit.vmt" ); + CBaseEntity::PrecacheModel( "cable/chain.vmt" ); + CBaseEntity::PrecacheModel( "cable/rope.vmt" ); + CBaseEntity::PrecacheModel( "sprites/blueglow1.vmt" ); + CBaseEntity::PrecacheModel( "sprites/purpleglow1.vmt" ); + CBaseEntity::PrecacheModel( "sprites/purplelaser1.vmt" ); + +#ifndef HL2MP + CBaseEntity::PrecacheScriptSound( "Hud.Hint" ); +#endif // HL2MP + CBaseEntity::PrecacheScriptSound( "Player.FallDamage" ); + CBaseEntity::PrecacheScriptSound( "Player.Swim" ); + + // General HUD sounds + CBaseEntity::PrecacheScriptSound( "Player.PickupWeapon" ); + CBaseEntity::PrecacheScriptSound( "Player.DenyWeaponSelection" ); + CBaseEntity::PrecacheScriptSound( "Player.WeaponSelected" ); + CBaseEntity::PrecacheScriptSound( "Player.WeaponSelectionClose" ); + CBaseEntity::PrecacheScriptSound( "Player.WeaponSelectionMoveSlot" ); + + // General legacy temp ents sounds + CBaseEntity::PrecacheScriptSound( "Bounce.Glass" ); + CBaseEntity::PrecacheScriptSound( "Bounce.Metal" ); + CBaseEntity::PrecacheScriptSound( "Bounce.Flesh" ); + CBaseEntity::PrecacheScriptSound( "Bounce.Wood" ); + CBaseEntity::PrecacheScriptSound( "Bounce.Shrapnel" ); + CBaseEntity::PrecacheScriptSound( "Bounce.ShotgunShell" ); + CBaseEntity::PrecacheScriptSound( "Bounce.Shell" ); + CBaseEntity::PrecacheScriptSound( "Bounce.Concrete" ); + + ClientGamePrecache(); +} + +CON_COMMAND_F( cast_ray, "Tests collision detection", FCVAR_CHEAT ) +{ + CBasePlayer *pPlayer = UTIL_GetCommandClient(); + + Vector forward; + trace_t tr; + + pPlayer->EyeVectors( &forward ); + Vector start = pPlayer->EyePosition(); + UTIL_TraceLine(start, start + forward * MAX_COORD_RANGE, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr ); + + if ( tr.DidHit() ) + { + DevMsg(1, "Hit %s\nposition %.2f, %.2f, %.2f\nangles %.2f, %.2f, %.2f\n", tr.m_pEnt->GetClassname(), + tr.m_pEnt->GetAbsOrigin().x, tr.m_pEnt->GetAbsOrigin().y, tr.m_pEnt->GetAbsOrigin().z, + tr.m_pEnt->GetAbsAngles().x, tr.m_pEnt->GetAbsAngles().y, tr.m_pEnt->GetAbsAngles().z ); + DevMsg(1, "Hit: hitbox %d, hitgroup %d, physics bone %d, solid %d, surface %s, surfaceprop %s, contents %08x\n", tr.hitbox, tr.hitgroup, tr.physicsbone, tr.m_pEnt->GetSolid(), tr.surface.name, physprops->GetPropName( tr.surface.surfaceProps ), tr.contents ); + NDebugOverlay::Line( start, tr.endpos, 0, 255, 0, false, 10 ); + NDebugOverlay::Line( tr.endpos, tr.endpos + tr.plane.normal * 12, 255, 255, 0, false, 10 ); + } +} + +CON_COMMAND_F( cast_hull, "Tests hull collision detection", FCVAR_CHEAT ) +{ + CBasePlayer *pPlayer = UTIL_GetCommandClient(); + + Vector forward; + trace_t tr; + + Vector extents; + extents.Init(16,16,16); + pPlayer->EyeVectors( &forward ); + Vector start = pPlayer->EyePosition(); + UTIL_TraceHull(start, start + forward * MAX_COORD_RANGE, -extents, extents, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr ); + if ( tr.DidHit() ) + { + DevMsg(1, "Hit %s\nposition %.2f, %.2f, %.2f\nangles %.2f, %.2f, %.2f\n", tr.m_pEnt->GetClassname(), + tr.m_pEnt->GetAbsOrigin().x, tr.m_pEnt->GetAbsOrigin().y, tr.m_pEnt->GetAbsOrigin().z, + tr.m_pEnt->GetAbsAngles().x, tr.m_pEnt->GetAbsAngles().y, tr.m_pEnt->GetAbsAngles().z ); + DevMsg(1, "Hit: hitbox %d, hitgroup %d, physics bone %d, solid %d, surface %s, surfaceprop %s\n", tr.hitbox, tr.hitgroup, tr.physicsbone, tr.m_pEnt->GetSolid(), tr.surface.name, physprops->GetPropName( tr.surface.surfaceProps ) ); + NDebugOverlay::SweptBox( start, tr.endpos, -extents, extents, vec3_angle, 0, 0, 255, 0, 10 ); + Vector end = tr.endpos;// - tr.plane.normal * DotProductAbs( tr.plane.normal, extents ); + NDebugOverlay::Line( end, end + tr.plane.normal * 24, 255, 255, 64, false, 10 ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Used to find targets for ent_* commands +// Without a name, returns the entity under the player's crosshair. +// With a name it finds entities via name/classname/index +//----------------------------------------------------------------------------- +CBaseEntity *GetNextCommandEntity( CBasePlayer *pPlayer, const char *name, CBaseEntity *ent ) +{ + if ( !pPlayer ) + return NULL; + + // If no name was given set bits based on the picked + if (FStrEq(name,"")) + { + // If we've already found an entity, return NULL. + // Makes it easier to write code using this func. + if ( ent ) + return NULL; + + return FindPickerEntity( pPlayer ); + } + + int index = atoi( name ); + if ( index ) + { + // If we've already found an entity, return NULL. + // Makes it easier to write code using this func. + if ( ent ) + return NULL; + + return CBaseEntity::Instance( index ); + } + + // Loop through all entities matching, starting from the specified previous + while ( (ent = gEntList.NextEnt(ent)) != NULL ) + { + if ( (ent->GetEntityName() != NULL_STRING && ent->NameMatches(name)) || + (ent->m_iClassname != NULL_STRING && ent->ClassMatches(name)) ) + { + return ent; + } + } + + return NULL; +} + +//----------------------------------------------------------------------------- +// Purpose: called each time a player uses a "cmd" command +// Input : pPlayer - the player who issued the command +//----------------------------------------------------------------------------- +void SetDebugBits( CBasePlayer* pPlayer, const char *name, int bit ) +{ + if ( !pPlayer ) + return; + + CBaseEntity *pEntity = NULL; + while ( (pEntity = GetNextCommandEntity( pPlayer, name, pEntity )) != NULL ) + { + if (pEntity->m_debugOverlays & bit) + { + pEntity->m_debugOverlays &= ~bit; + } + else + { + pEntity->m_debugOverlays |= bit; + +#ifdef AI_MONITOR_FOR_OSCILLATION + if( pEntity->IsNPC() ) + { + pEntity->MyNPCPointer()->m_ScheduleHistory.RemoveAll(); + } +#endif//AI_MONITOR_FOR_OSCILLATION + } + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : pKillTargetName - +//----------------------------------------------------------------------------- +void KillTargets( const char *pKillTargetName ) +{ + CBaseEntity *pentKillTarget = NULL; + + DevMsg( 2, "KillTarget: %s\n", pKillTargetName ); + pentKillTarget = gEntList.FindEntityByName( NULL, pKillTargetName ); + while ( pentKillTarget ) + { + UTIL_Remove( pentKillTarget ); + + DevMsg( 2, "killing %s\n", STRING( pentKillTarget->m_iClassname ) ); + pentKillTarget = gEntList.FindEntityByName( pentKillTarget, pKillTargetName ); + } +} + + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +void ConsoleKillTarget( CBasePlayer *pPlayer, const char *name ) +{ + // If no name was given use the picker + if (FStrEq(name,"")) + { + CBaseEntity *pEntity = FindPickerEntity( pPlayer ); + if ( pEntity ) + { + UTIL_Remove( pEntity ); + Msg( "killing %s\n", pEntity->GetDebugName() ); + return; + } + } + // Otherwise use name or classname + KillTargets( name ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +class CPointClientCommand : public CPointEntity +{ +public: + DECLARE_CLASS( CPointClientCommand, CPointEntity ); + DECLARE_DATADESC(); + + void InputCommand( inputdata_t& inputdata ); +}; + +void CPointClientCommand::InputCommand( inputdata_t& inputdata ) +{ + if ( !inputdata.value.String()[0] ) + return; + + edict_t *pClient = NULL; + if ( gpGlobals->maxClients == 1 ) + { + pClient = engine->PEntityOfEntIndex( 1 ); + } + else + { + // In multiplayer, send it back to the activator + CBasePlayer *player = dynamic_cast< CBasePlayer * >( inputdata.pActivator ); + if ( player ) + { + pClient = player->edict(); + } + + if ( IsInCommentaryMode() && !pClient ) + { + // Commentary is stuffing a command in. We'll pretend it came from the first player. + pClient = engine->PEntityOfEntIndex( 1 ); + } + } + + if ( !pClient || !pClient->GetUnknown() ) + return; + + engine->ClientCommand( pClient, "%s\n", inputdata.value.String() ); +} + +BEGIN_DATADESC( CPointClientCommand ) + DEFINE_INPUTFUNC( FIELD_STRING, "Command", InputCommand ), +END_DATADESC() + +LINK_ENTITY_TO_CLASS( point_clientcommand, CPointClientCommand ); + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +class CPointServerCommand : public CPointEntity +{ +public: + DECLARE_CLASS( CPointServerCommand, CPointEntity ); + DECLARE_DATADESC(); + void InputCommand( inputdata_t& inputdata ); +}; + +//----------------------------------------------------------------------------- +// Purpose: +// Input : inputdata - +//----------------------------------------------------------------------------- +void CPointServerCommand::InputCommand( inputdata_t& inputdata ) +{ + if ( !inputdata.value.String()[0] ) + return; + + engine->ServerCommand( UTIL_VarArgs( "%s\n", inputdata.value.String() ) ); +} + +BEGIN_DATADESC( CPointServerCommand ) + DEFINE_INPUTFUNC( FIELD_STRING, "Command", InputCommand ), +END_DATADESC() + +LINK_ENTITY_TO_CLASS( point_servercommand, CPointServerCommand ); + +//------------------------------------------------------------------------------ +// Purpose : Draw a line betwen two points. White if no world collisions, red if collisions +// Input : +// Output : +//------------------------------------------------------------------------------ +void CC_DrawLine( const CCommand &args ) +{ + Vector startPos; + Vector endPos; + + startPos.x = atof(args[1]); + startPos.y = atof(args[2]); + startPos.z = atof(args[3]); + endPos.x = atof(args[4]); + endPos.y = atof(args[5]); + endPos.z = atof(args[6]); + + UTIL_AddDebugLine(startPos,endPos,true,true); +} +static ConCommand drawline("drawline", CC_DrawLine, "Draws line between two 3D Points.\n\tGreen if no collision\n\tRed is collides with something\n\tArguments: x1 y1 z1 x2 y2 z2", FCVAR_CHEAT); + +//------------------------------------------------------------------------------ +// Purpose : Draw a cross at a points. +// Input : +// Output : +//------------------------------------------------------------------------------ +void CC_DrawCross( const CCommand &args ) +{ + Vector vPosition; + + vPosition.x = atof(args[1]); + vPosition.y = atof(args[2]); + vPosition.z = atof(args[3]); + + // Offset since min and max z in not about center + Vector mins = Vector(-5,-5,-5); + Vector maxs = Vector(5,5,5); + + Vector start = mins + vPosition; + Vector end = maxs + vPosition; + UTIL_AddDebugLine(start,end,true,true); + + start.x += (maxs.x - mins.x); + end.x -= (maxs.x - mins.x); + UTIL_AddDebugLine(start,end,true,true); + + start.y += (maxs.y - mins.y); + end.y -= (maxs.y - mins.y); + UTIL_AddDebugLine(start,end,true,true); + + start.x -= (maxs.x - mins.x); + end.x += (maxs.x - mins.x); + UTIL_AddDebugLine(start,end,true,true); +} +static ConCommand drawcross("drawcross", CC_DrawCross, "Draws a cross at the given location\n\tArguments: x y z", FCVAR_CHEAT); + + +//------------------------------------------------------------------------------ +// helper function for kill and explode +//------------------------------------------------------------------------------ +void kill_helper( const CCommand &args, bool bExplode ) +{ + if ( args.ArgC() > 1 && sv_cheats->GetBool() ) + { + // Find the matching netname + for ( int i = 1; i <= gpGlobals->maxClients; i++ ) + { + CBasePlayer *pPlayer = ToBasePlayer( UTIL_PlayerByIndex(i) ); + if ( pPlayer ) + { + if ( Q_strstr( pPlayer->GetPlayerName(), args[1] ) ) + { + pPlayer->CommitSuicide( bExplode ); + } + } + } + } + else + { + CBasePlayer *pPlayer = UTIL_GetCommandClient(); + if ( pPlayer ) + { + pPlayer->CommitSuicide( bExplode ); + } + } +} + +//------------------------------------------------------------------------------ +//------------------------------------------------------------------------------ +CON_COMMAND( kill, "Kills the player with generic damage" ) +{ + kill_helper( args, false ); +} + +//------------------------------------------------------------------------------ +//------------------------------------------------------------------------------ +CON_COMMAND( explode, "Kills the player with explosive damage" ) +{ + kill_helper( args, true ); +} + +//------------------------------------------------------------------------------ +// helper function for killvector and explodevector +//------------------------------------------------------------------------------ +void killvector_helper( const CCommand &args, bool bExplode ) +{ + CBasePlayer *pPlayer = UTIL_GetCommandClient(); + if ( pPlayer && args.ArgC() == 5 ) + { + // Find the matching netname. + for ( int iClient = 1; iClient <= gpGlobals->maxClients; iClient++ ) + { + CBasePlayer *pPlayer = ToBasePlayer( UTIL_PlayerByIndex( iClient ) ); + if ( pPlayer ) + { + if ( Q_strstr( pPlayer->GetPlayerName(), args[1] ) ) + { + // Build world-space force vector. + Vector vecForce; + vecForce.x = atof( args[2] ); + vecForce.y = atof( args[3] ); + vecForce.z = atof( args[4] ); + + ClientKill( pPlayer->edict(), vecForce, bExplode ); + } + } + } + } +} + +//------------------------------------------------------------------------------ +//------------------------------------------------------------------------------ +CON_COMMAND_F( killvector, "Kills a player applying force. Usage: killvector ", FCVAR_CHEAT ) +{ + killvector_helper( args, false ); +} + +//------------------------------------------------------------------------------ +//------------------------------------------------------------------------------ +CON_COMMAND_F( explodevector, "Kills a player applying an explosive force. Usage: explodevector ", FCVAR_CHEAT ) +{ + killvector_helper( args, false ); +} + + +//------------------------------------------------------------------------------ +//------------------------------------------------------------------------------ +CON_COMMAND_F( buddha, "Toggle. Player takes damage but won't die. (Shows red cross when health is zero)", FCVAR_CHEAT ) +{ + CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); + if ( pPlayer ) + { + if (pPlayer->m_debugOverlays & OVERLAY_BUDDHA_MODE) + { + pPlayer->m_debugOverlays &= ~OVERLAY_BUDDHA_MODE; + Msg("Buddha Mode off...\n"); + } + else + { + pPlayer->m_debugOverlays |= OVERLAY_BUDDHA_MODE; + Msg("Buddha Mode on...\n"); + } + } +} + + +#define TALK_INTERVAL 0.66 // min time between say commands from a client +//------------------------------------------------------------------------------ +//------------------------------------------------------------------------------ +CON_COMMAND( say, "Display player message" ) +{ + CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); + if ( pPlayer ) + { + if (( pPlayer->LastTimePlayerTalked() + TALK_INTERVAL ) < gpGlobals->curtime) + { + Host_Say( pPlayer->edict(), args, 0 ); + pPlayer->NotePlayerTalked(); + } + } + // This will result in a "console" say. Ignore anything from + // an index greater than 0 when we don't have a player pointer, + // as would be the case when a client that's connecting generates + // text via a script. This can be exploited to flood everyone off. + else if ( UTIL_GetCommandClientIndex() == 0 ) + { + Host_Say( NULL, args, 0 ); + } +} + + +//------------------------------------------------------------------------------ +//------------------------------------------------------------------------------ +CON_COMMAND( say_team, "Display player message to team" ) +{ + CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); + if (pPlayer) + { + if (( pPlayer->LastTimePlayerTalked() + TALK_INTERVAL ) < gpGlobals->curtime) + { + Host_Say( pPlayer->edict(), args, 1 ); + pPlayer->NotePlayerTalked(); + } + } +} + + +//------------------------------------------------------------------------------ +//------------------------------------------------------------------------------ +CON_COMMAND( give, "Give item to player.\n\tArguments: " ) +{ + CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); + if ( pPlayer + && (gpGlobals->maxClients == 1 || sv_cheats->GetBool()) + && args.ArgC() >= 2 ) + { + char item_to_give[ 256 ]; + Q_strncpy( item_to_give, args[1], sizeof( item_to_give ) ); + Q_strlower( item_to_give ); + + // Dirty hack to avoid suit playing it's pickup sound + if ( !Q_stricmp( item_to_give, "item_suit" ) ) + { + pPlayer->EquipSuit( false ); + return; + } + + string_t iszItem = AllocPooledString( item_to_give ); // Make a copy of the classname + pPlayer->GiveNamedItem( STRING(iszItem) ); + } +} + + +//------------------------------------------------------------------------------ +//------------------------------------------------------------------------------ +CON_COMMAND( fov, "Change players FOV" ) +{ + CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); + if ( pPlayer && sv_cheats->GetBool() ) + { + if ( args.ArgC() > 1 ) + { + int nFOV = atoi( args[1] ); + pPlayer->SetDefaultFOV( nFOV ); + } + else + { + ClientPrint( pPlayer, HUD_PRINTCONSOLE, UTIL_VarArgs( "\"fov\" is \"%d\"\n", pPlayer->GetFOV() ) ); + } + } +} + + +//------------------------------------------------------------------------------ +//------------------------------------------------------------------------------ +void CC_Player_SetModel( const CCommand &args ) +{ + if ( gpGlobals->deathmatch ) + return; + + CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); + if ( pPlayer && args.ArgC() == 2) + { + static char szName[256]; + Q_snprintf( szName, sizeof( szName ), "models/%s.mdl", args[1] ); + pPlayer->SetModel( szName ); + UTIL_SetSize(pPlayer, VEC_HULL_MIN, VEC_HULL_MAX); + } +} +static ConCommand setmodel("setmodel", CC_Player_SetModel, "Changes's player's model", FCVAR_CHEAT ); + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CC_Player_TestDispatchEffect( const CCommand &args ) +{ + CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); + if ( !pPlayer) + return; + + if ( args.ArgC() < 2 ) + { + Msg(" Usage: test_dispatcheffect \n " ); + Msg(" defaults are: \n" ); + return; + } + + // Optional distance + float flDistance = 1024; + if ( args.ArgC() >= 3 ) + { + flDistance = atoi( args[ 2 ] ); + } + + // Optional flags + float flags = 0; + if ( args.ArgC() >= 4 ) + { + flags = atoi( args[ 3 ] ); + } + + // Optional magnitude + float magnitude = 0; + if ( args.ArgC() >= 5 ) + { + magnitude = atof( args[ 4 ] ); + } + + // Optional scale + float scale = 0; + if ( args.ArgC() >= 6 ) + { + scale = atof( args[ 5 ] ); + } + + Vector vecForward; + QAngle vecAngles = pPlayer->EyeAngles(); + AngleVectors( vecAngles, &vecForward ); + + // Trace forward + trace_t tr; + Vector vecSrc = pPlayer->EyePosition(); + Vector vecEnd = vecSrc + (vecForward * flDistance); + UTIL_TraceLine( vecSrc, vecEnd, MASK_ALL, pPlayer, COLLISION_GROUP_NONE, &tr ); + + // Fill out the generic data + CEffectData data; + // If we hit something, use that data + if ( tr.fraction < 1.0 ) + { + data.m_vOrigin = tr.endpos; + VectorAngles( tr.plane.normal, data.m_vAngles ); + data.m_vNormal = tr.plane.normal; + } + else + { + data.m_vOrigin = vecEnd; + data.m_vAngles = vecAngles; + AngleVectors( vecAngles, &data.m_vNormal ); + } + data.m_nEntIndex = pPlayer->entindex(); + data.m_fFlags = flags; + data.m_flMagnitude = magnitude; + data.m_flScale = scale; + DispatchEffect( (char *)args[1], data ); +} + +static ConCommand test_dispatcheffect("test_dispatcheffect", CC_Player_TestDispatchEffect, "Test a clientside dispatch effect.\n\tUsage: test_dispatcheffect \n\tDefaults are: \n", FCVAR_CHEAT); + +#ifdef HL2_DLL +//----------------------------------------------------------------------------- +// Purpose: Quickly switch to the physics cannon, or back to previous item +//----------------------------------------------------------------------------- +void CC_Player_PhysSwap( void ) +{ + CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); + + if ( pPlayer ) + { + CBaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon(); + + if ( pWeapon ) + { + // Tell the client to stop selecting weapons + engine->ClientCommand( UTIL_GetCommandClient()->edict(), "cancelselect" ); + + const char *strWeaponName = pWeapon->GetName(); + + if ( !Q_stricmp( strWeaponName, "weapon_physcannon" ) ) + { + PhysCannonForceDrop( pWeapon, NULL ); + pPlayer->SelectLastItem(); + } + else + { + pPlayer->SelectItem( "weapon_physcannon" ); + } + } + } +} +static ConCommand physswap("phys_swap", CC_Player_PhysSwap, "Automatically swaps the current weapon for the physcannon and back again." ); +#endif + +//----------------------------------------------------------------------------- +// Purpose: Quickly switch to the bug bait, or back to previous item +//----------------------------------------------------------------------------- +void CC_Player_BugBaitSwap( void ) +{ + CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); + + if ( pPlayer ) + { + CBaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon(); + + if ( pWeapon ) + { + // Tell the client to stop selecting weapons + engine->ClientCommand( UTIL_GetCommandClient()->edict(), "cancelselect" ); + + const char *strWeaponName = pWeapon->GetName(); + + if ( !Q_stricmp( strWeaponName, "weapon_bugbait" ) ) + { + pPlayer->SelectLastItem(); + } + else + { + pPlayer->SelectItem( "weapon_bugbait" ); + } + } + } +} +static ConCommand bugswap("bug_swap", CC_Player_BugBaitSwap, "Automatically swaps the current weapon for the bug bait and back again.", FCVAR_CHEAT ); + +//------------------------------------------------------------------------------ +//------------------------------------------------------------------------------ +void CC_Player_Use( const CCommand &args ) +{ + CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); + if ( pPlayer) + { + pPlayer->SelectItem((char *)args[1]); + } +} +static ConCommand use("use", CC_Player_Use, "Use a particular weapon\t\nArguments: "); + + +//------------------------------------------------------------------------------ +// A small wrapper around SV_Move that never clips against the supplied entity. +//------------------------------------------------------------------------------ +static bool TestEntityPosition ( CBasePlayer *pPlayer ) +{ + trace_t trace; + UTIL_TraceEntity( pPlayer, pPlayer->GetAbsOrigin(), pPlayer->GetAbsOrigin(), MASK_PLAYERSOLID, &trace ); + return (trace.startsolid == 0); +} + + +//------------------------------------------------------------------------------ +// Searches along the direction ray in steps of "step" to see if +// the entity position is passible. +// Used for putting the player in valid space when toggling off noclip mode. +//------------------------------------------------------------------------------ +static int FindPassableSpace( CBasePlayer *pPlayer, const Vector& direction, float step, Vector& oldorigin ) +{ + int i; + for ( i = 0; i < 100; i++ ) + { + Vector origin = pPlayer->GetAbsOrigin(); + VectorMA( origin, step, direction, origin ); + pPlayer->SetAbsOrigin( origin ); + if ( TestEntityPosition( pPlayer ) ) + { + VectorCopy( pPlayer->GetAbsOrigin(), oldorigin ); + return 1; + } + } + return 0; +} + + +//------------------------------------------------------------------------------ +// Noclip +//------------------------------------------------------------------------------ +void EnableNoClip( CBasePlayer *pPlayer ) +{ + // Disengage from hierarchy + pPlayer->SetParent( NULL ); + pPlayer->SetMoveType( MOVETYPE_NOCLIP ); + ClientPrint( pPlayer, HUD_PRINTCONSOLE, "noclip ON\n"); + pPlayer->AddEFlags( EFL_NOCLIP_ACTIVE ); +} + +void CC_Player_NoClip( void ) +{ + if ( !sv_cheats->GetBool() ) + return; + + CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); + if ( !pPlayer ) + return; + + CPlayerState *pl = pPlayer->PlayerData(); + Assert( pl ); + + if (pPlayer->GetMoveType() != MOVETYPE_NOCLIP) + { + EnableNoClip( pPlayer ); + return; + } + + pPlayer->RemoveEFlags( EFL_NOCLIP_ACTIVE ); + pPlayer->SetMoveType( MOVETYPE_WALK ); + + Vector oldorigin = pPlayer->GetAbsOrigin(); + ClientPrint( pPlayer, HUD_PRINTCONSOLE, "noclip OFF\n"); + if ( !TestEntityPosition( pPlayer ) ) + { + Vector forward, right, up; + + AngleVectors ( pl->v_angle, &forward, &right, &up); + + // Try to move into the world + if ( !FindPassableSpace( pPlayer, forward, 1, oldorigin ) ) + { + if ( !FindPassableSpace( pPlayer, right, 1, oldorigin ) ) + { + if ( !FindPassableSpace( pPlayer, right, -1, oldorigin ) ) // left + { + if ( !FindPassableSpace( pPlayer, up, 1, oldorigin ) ) // up + { + if ( !FindPassableSpace( pPlayer, up, -1, oldorigin ) ) // down + { + if ( !FindPassableSpace( pPlayer, forward, -1, oldorigin ) ) // back + { + Msg( "Can't find the world\n" ); + } + } + } + } + } + } + + pPlayer->SetAbsOrigin( oldorigin ); + } +} + +static ConCommand noclip("noclip", CC_Player_NoClip, "Toggle. Player becomes non-solid and flies.", FCVAR_CHEAT); + + +//------------------------------------------------------------------------------ +// Sets client to godmode +//------------------------------------------------------------------------------ +void CC_God_f (void) +{ + if ( !sv_cheats->GetBool() ) + return; + + CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); + if ( !pPlayer ) + return; + +#ifdef TF_DLL + if ( TFGameRules() && ( TFGameRules()->IsPVEModeActive() == false ) ) + { + if ( gpGlobals->deathmatch ) + return; + } +#else + if ( gpGlobals->deathmatch ) + return; +#endif + + pPlayer->ToggleFlag( FL_GODMODE ); + if (!(pPlayer->GetFlags() & FL_GODMODE ) ) + ClientPrint( pPlayer, HUD_PRINTCONSOLE, "godmode OFF\n"); + else + ClientPrint( pPlayer, HUD_PRINTCONSOLE, "godmode ON\n"); +} + +static ConCommand god("god", CC_God_f, "Toggle. Player becomes invulnerable.", FCVAR_CHEAT ); + + +//------------------------------------------------------------------------------ +// Sets client to godmode +//------------------------------------------------------------------------------ +CON_COMMAND_F( setpos, "Move player to specified origin (must have sv_cheats).", FCVAR_CHEAT ) +{ + if ( !sv_cheats->GetBool() ) + return; + + CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); + if ( !pPlayer ) + return; + + if ( args.ArgC() < 3 ) + { + ClientPrint( pPlayer, HUD_PRINTCONSOLE, "Usage: setpos x y \n"); + return; + } + + Vector oldorigin = pPlayer->GetAbsOrigin(); + + Vector newpos; + newpos.x = atof( args[1] ); + newpos.y = atof( args[2] ); + newpos.z = args.ArgC() == 4 ? atof( args[3] ) : oldorigin.z; + + pPlayer->SetAbsOrigin( newpos ); + + if ( !TestEntityPosition( pPlayer ) ) + { + ClientPrint( pPlayer, HUD_PRINTCONSOLE, "setpos into world, use noclip to unstick yourself!\n"); + } +} + + +//------------------------------------------------------------------------------ +// Sets client to godmode +//------------------------------------------------------------------------------ +void CC_setang_f (const CCommand &args) +{ + if ( !sv_cheats->GetBool() ) + return; + + CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); + if ( !pPlayer ) + return; + + if ( args.ArgC() < 3 ) + { + ClientPrint( pPlayer, HUD_PRINTCONSOLE, "Usage: setang pitch yaw \n"); + return; + } + + QAngle oldang = pPlayer->GetAbsAngles(); + + QAngle newang; + newang.x = atof( args[1] ); + newang.y = atof( args[2] ); + newang.z = args.ArgC() == 4 ? atof( args[3] ) : oldang.z; + + pPlayer->SnapEyeAngles( newang ); +} + +static ConCommand setang("setang", CC_setang_f, "Snap player eyes to specified pitch yaw (must have sv_cheats).", FCVAR_CHEAT ); + +static float GetHexFloat( const char *pStr ) +{ + if ( ( pStr[0] == '0' ) && ( pStr[1] == 'x' ) ) + { + uint32 f = (uint32)V_atoi64( pStr ); + return *reinterpret_cast< const float * >( &f ); + } + + return atof( pStr ); +} + +//------------------------------------------------------------------------------ +// Move position +//------------------------------------------------------------------------------ +CON_COMMAND_F( setpos_exact, "Move player to an exact specified origin (must have sv_cheats).", FCVAR_CHEAT ) +{ + if ( !sv_cheats->GetBool() ) + return; + + CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); + if ( !pPlayer ) + return; + + if ( args.ArgC() < 3 ) + { + ClientPrint( pPlayer, HUD_PRINTCONSOLE, "Usage: setpos_exact x y \n"); + return; + } + + Vector oldorigin = pPlayer->GetAbsOrigin(); + + Vector newpos; + newpos.x = GetHexFloat( args[1] ); + newpos.y = GetHexFloat( args[2] ); + newpos.z = args.ArgC() == 4 ? GetHexFloat( args[3] ) : oldorigin.z; + + pPlayer->Teleport( &newpos, NULL, NULL ); + + if ( !TestEntityPosition( pPlayer ) ) + { + if ( pPlayer->GetMoveType() != MOVETYPE_NOCLIP ) + { + EnableNoClip( pPlayer ); + return; + } + } +} + +CON_COMMAND_F( setang_exact, "Snap player eyes and orientation to specified pitch yaw (must have sv_cheats).", FCVAR_CHEAT ) +{ + if ( !sv_cheats->GetBool() ) + return; + + CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); + if ( !pPlayer ) + return; + + if ( args.ArgC() < 3 ) + { + ClientPrint( pPlayer, HUD_PRINTCONSOLE, "Usage: setang_exact pitch yaw \n"); + return; + } + + QAngle oldang = pPlayer->GetAbsAngles(); + + QAngle newang; + newang.x = GetHexFloat( args[1] ); + newang.y = GetHexFloat( args[2] ); + newang.z = args.ArgC() == 4 ? GetHexFloat( args[3] ) : oldang.z; + + pPlayer->Teleport( NULL, &newang, NULL ); + pPlayer->SnapEyeAngles( newang ); + +#ifdef TF_DLL + static_cast( pPlayer )->DoAnimationEvent( PLAYERANIMEVENT_SNAP_YAW ); +#endif +} + + +//------------------------------------------------------------------------------ +// Sets client to notarget mode. +//------------------------------------------------------------------------------ +void CC_Notarget_f (void) +{ + if ( !sv_cheats->GetBool() ) + return; + + CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); + if ( !pPlayer ) + return; + + if ( gpGlobals->deathmatch ) + return; + + pPlayer->ToggleFlag( FL_NOTARGET ); + if ( !(pPlayer->GetFlags() & FL_NOTARGET ) ) + ClientPrint( pPlayer, HUD_PRINTCONSOLE, "notarget OFF\n"); + else + ClientPrint( pPlayer, HUD_PRINTCONSOLE, "notarget ON\n"); +} + +ConCommand notarget("notarget", CC_Notarget_f, "Toggle. Player becomes hidden to NPCs.", FCVAR_CHEAT); + +//------------------------------------------------------------------------------ +// Damage the client the specified amount +//------------------------------------------------------------------------------ +void CC_HurtMe_f(const CCommand &args) +{ + if ( !sv_cheats->GetBool() ) + return; + + CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); + if ( !pPlayer ) + return; + + int iDamage = 10; + if ( args.ArgC() >= 2 ) + { + iDamage = atoi( args[ 1 ] ); + } + + pPlayer->TakeDamage( CTakeDamageInfo( pPlayer, pPlayer, iDamage, DMG_PREVENT_PHYSICS_FORCE ) ); +} + +static ConCommand hurtme("hurtme", CC_HurtMe_f, "Hurts the player.\n\tArguments: ", FCVAR_CHEAT); + +static bool IsInGroundList( CBaseEntity *ent, CBaseEntity *ground ) +{ + if ( !ground || !ent ) + return false; + + groundlink_t *root = ( groundlink_t * )ground->GetDataObject( GROUNDLINK ); + if ( root ) + { + groundlink_t *link = root->nextLink; + while ( link != root ) + { + CBaseEntity *other = link->entity; + if ( other == ent ) + return true; + link = link->nextLink; + } + } + + return false; + +} + +static int DescribeGroundList( CBaseEntity *ent ) +{ + if ( !ent ) + return 0; + + int c = 1; + + Msg( "%i : %s (ground %i %s)\n", ent->entindex(), ent->GetClassname(), + ent->GetGroundEntity() ? ent->GetGroundEntity()->entindex() : -1, + ent->GetGroundEntity() ? ent->GetGroundEntity()->GetClassname() : "NULL" ); + groundlink_t *root = ( groundlink_t * )ent->GetDataObject( GROUNDLINK ); + if ( root ) + { + groundlink_t *link = root->nextLink; + while ( link != root ) + { + CBaseEntity *other = link->entity; + if ( other ) + { + Msg( " %02i: %i %s\n", c++, other->entindex(), other->GetClassname() ); + + if ( other->GetGroundEntity() != ent ) + { + Assert( 0 ); + Msg( " mismatched!!!\n" ); + } + } + else + { + Assert( 0 ); + Msg( " %02i: NULL link\n", c++ ); + } + link = link->nextLink; + } + } + + if ( ent->GetGroundEntity() != NULL ) + { + Assert( IsInGroundList( ent, ent->GetGroundEntity() ) ); + } + + return c - 1; +} + +void CC_GroundList_f(const CCommand &args) +{ + if ( !UTIL_IsCommandIssuedByServerAdmin() ) + return; + + if ( args.ArgC() == 2 ) + { + int idx = atoi( args[1] ); + + CBaseEntity *ground = CBaseEntity::Instance( idx ); + if ( ground ) + { + DescribeGroundList( ground ); + } + } + else + { + CBaseEntity *ent = NULL; + int linkCount = 0; + while ( (ent = gEntList.NextEnt(ent)) != NULL ) + { + linkCount += DescribeGroundList( ent ); + } + + extern int groundlinksallocated; + Assert( linkCount == groundlinksallocated ); + + Msg( "--- %i links\n", groundlinksallocated ); + } +} + +static ConCommand groundlist("groundlist", CC_GroundList_f, "Display ground entity list " ); + +//----------------------------------------------------------------------------- +// Purpose: called each time a player uses a "cmd" command +// Input : *pEdict - the player who issued the command +//----------------------------------------------------------------------------- +void ClientCommand( CBasePlayer *pPlayer, const CCommand &args ) +{ + const char *pCmd = args[0]; + + // Is the client spawned yet? + if ( !pPlayer ) + return; + + MDLCACHE_CRITICAL_SECTION(); + + /* + const char *pstr; + + if (((pstr = strstr(pcmd, "weapon_")) != NULL) && (pstr == pcmd)) + { + // Subtype may be specified + if ( args.ArgC() == 2 ) + { + pPlayer->SelectItem( pcmd, atoi( args[1] ) ); + } + else + { + pPlayer->SelectItem(pcmd); + } + } + */ + + if ( FStrEq( pCmd, "killtarget" ) ) + { + if ( g_pDeveloper->GetBool() && sv_cheats->GetBool() && UTIL_IsCommandIssuedByServerAdmin() ) + { + ConsoleKillTarget( pPlayer, args[1] ); + } + } + else if ( FStrEq( pCmd, "demorestart" ) ) + { + pPlayer->ForceClientDllUpdate(); + } + else if ( FStrEq( pCmd, "fade" ) ) + { + color32 black = {32,63,100,200}; + UTIL_ScreenFade( pPlayer, black, 3, 3, FFADE_OUT ); + } + else if ( FStrEq( pCmd, "te" ) ) + { + if ( sv_cheats->GetBool() && UTIL_IsCommandIssuedByServerAdmin() ) + { + if ( FStrEq( args[1], "stop" ) ) + { + // Destroy it + // + CBaseEntity *ent = gEntList.FindEntityByClassname( NULL, "te_tester" ); + while ( ent ) + { + CBaseEntity *next = gEntList.FindEntityByClassname( ent, "te_tester" ); + UTIL_Remove( ent ); + ent = next; + } + } + else + { + CTempEntTester::Create( pPlayer->WorldSpaceCenter(), pPlayer->EyeAngles(), args[1], args[2] ); + } + } + } + else + { + if ( !g_pGameRules->ClientCommand( pPlayer, args ) ) + { + if ( Q_strlen( pCmd ) > 128 ) + { + ClientPrint( pPlayer, HUD_PRINTCONSOLE, "Console command too long.\n" ); + } + else + { + // tell the user they entered an unknown command + ClientPrint( pPlayer, HUD_PRINTCONSOLE, UTIL_VarArgs( "Unknown command: %s\n", pCmd ) ); + } + } + } +} -- cgit v1.2.3